export default class Hex {

    constructor(sideLength) {
        this.playThrough = 0;
        this.fillColor = [44,62,80];
        this.tempColor = [44,62,80];
        this.angularVelocity = 0;
        this.position = 0;
        this.dy = 0;
        this.dt = 1;
        this.sides = 6;
        this.blocks = [];
        this.angle = 180 / this.sides;
        this.targetAngle = this.angle;
        this.shakes = [];
        this.sideLength = sideLength;
        this.strokeColor = 'blue';
        this.x = trueCanvas.width / 2;
        this.y = trueCanvas.height / 2;
        this.ct = 0;
        this.lastCombo = this.ct - settings.comboTime;
        this.lastColorScored = "#000";
        this.comboTime = 1;
        this.texts = [];
            this.lastRotate = Date.now();
        for (var i = 0; i < this.sides; i++) {
            this.blocks.push([]);
        }

        this.shake = function(obj) { //lane as in particle lane
            var angle = 30 + obj.lane * 60;
            angle *= Math.PI / 180;
            var dx = Math.cos(angle) * obj.magnitude;
            var dy = Math.sin(angle) * obj.magnitude;
            gdx -= dx;
            gdy += dy;
            obj.magnitude /= 2 * this.dt;
            if (obj.magnitude < 1) {
                for (var i = 0; i < this.shakes.length; i++) {
                    if (this.shakes[i] == obj) {
                        this.shakes.splice(i, 1);
                    }
                }
            }
        };

        this.addBlock = function(block) {
            if (!(gameState == 1 || gameState === 0)) return;
            block.settled = 1;
            block.tint = 0.6;
            var lane = this.sides - block.fallingLane;// -this.position;
            this.shakes.push({lane:block.fallingLane, magnitude:4.5 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)});
            lane += this.position;
            lane = (lane + this.sides) % this.sides;
            block.distFromHex = MainHex.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length;
            this.blocks[lane].push(block);
            block.attachedLane = lane;
            block.checked = 1;
        };

        this.doesBlockCollide = function(block, position, tArr) {
            if (block.settled) {
                return;
            }

            if (position !== undefined) {
                arr = tArr;
                if (position <= 0) {
                    if (block.distFromHex - block.iter * this.dt * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
                        block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
                        block.settled = 1;
                        block.checked = 1;
                    } else {
                        block.settled = 0;
                        block.iter = 1.5 + (waveone.difficulty/15) * 3;
                    }
                } else {
                    if (arr[position - 1].settled && block.distFromHex - block.iter * this.dt * settings.scale - arr[position - 1].distFromHex - arr[position - 1].height <= 0) {
                        block.distFromHex = arr[position - 1].distFromHex + arr[position - 1].height;
                        block.settled = 1;
                        block.checked = 1;
                    }
                    else {
                        block.settled = 0;
                        block.iter = 1.5 + (waveone.difficulty/15) * 3;
                    }
                }
            } else {
                var lane = this.sides - block.fallingLane;//  -this.position;
                lane += this.position;

                lane = (lane+this.sides) % this.sides;
                var arr = this.blocks[lane];

                if (arr.length > 0) {
                    if (block.distFromHex + block.iter * this.dt * settings.scale - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) {
                        block.distFromHex = arr[arr.length - 1].distFromHex + arr[arr.length - 1].height;
                        this.addBlock(block);
                    }
                } else {
                    if (block.distFromHex + block.iter * this.dt * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
                        block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
                        this.addBlock(block);
                    }
                }
            }
        };

        this.rotate = function(steps) {
                    if(Date.now()-this.lastRotate<75 && !(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) ) return;
            if (!(gameState === 1 || gameState === 0)) return;
            this.position += steps;
            if (!history[this.ct]) {
                history[this.ct] = {};
            }

            if (!history[this.ct].rotate) {
                history[this.ct].rotate = steps;
            }
            else {
                history[this.ct].rotate += steps;
            }

            while (this.position < 0) {
                this.position += 6;
            }

            this.position = this.position % this.sides;
            this.blocks.forEach(function(blocks) {
                blocks.forEach(function(block) {
                    block.targetAngle = block.targetAngle - steps * 60;
                });
            });

            this.targetAngle = this.targetAngle - steps * 60;
                    this.lastRotate = Date.now();
        };

        this.draw = function() {
            this.x = trueCanvas.width/2;

            if (gameState != -2) {
                this.y = trueCanvas.height/2;
            }
            this.sideLength = settings.hexWidth;
            gdx = 0;
            gdy = 0;
            for (var i = 0; i < this.shakes.length; i++) {
                this.shake(this.shakes[i]);
            }
            if (this.angle > this.targetAngle) {
                this.angularVelocity -= angularVelocityConst * this.dt;
            }
            else if(this.angle < this.targetAngle) {
                this.angularVelocity += angularVelocityConst * this.dt;
            }

            if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
                this.angle = this.targetAngle;
                this.angularVelocity = 0;
            }
            else {
                this.angle += this.angularVelocity;
            }

            drawPolygon(this.x + gdx, this.y + gdy + this.dy, this.sides, this.sideLength, this.angle,arrayToColor(this.fillColor) , 0, 'rgba(0,0,0,0)');
        };
    }

    arrayToColor(arr){
        return 'rgb(' + arr[0]+ ','+arr[1]+','+arr[2]+')';
    }
}
